Thesk is primarily a country of humans, but other humanoids of any type can be found in Telflamm and the other large cities. Unlike most of Faerun, Thay (and as a result occupied Thesk) is also noted for an unusually large tiefling population, and as such, this fiend-blooded race is included.
Telflamm and other large Thay-occupied cities do a brisk business
in recovered relics and salvaged goods from abandoned
noble estates, and dwarven traders often frequent Telflamm
because of these rare items. Most Thayan cities have
ruined areas where entire estates collapsed due to neglect
and abandonment; many dwarven adventurers enjoy
spelunking in these “urban ruins.”
Some dwarves come to Telflamm as emissaries from
their homelands, here to do business with wealthy
houses. Rumor holds that in some dwarven communities,
mining operations have provoked skirmishes with fiends
who live under the earth. Dwarven emissaries may be
in Telflamm seeking better methods for fighting these
fiends—or they might seek out such techniques for their
own personal benefit.
The sculpted halls and echoing chambers of dwarven kingdoms are scattered through the Underdark like forgotten necklaces of semiprecious stones. Dwarven kingdoms such as Xonathanur, Oghrann, and Gharraghaur taught the less civilized races of what it meant to hold and wield power. Unlike the ancient human empires, the dwarves distrusted magic, so they were never seduced to the heights of magical folly that toppled Netheril and Imaskar. Instead, the dwarves became locked in genocidal wars with goblin-kind. and the other dwellers in the Underdark. One by one, the dwarven empires of the north failed, leaving only scattered survivors in the mountains or unconquered sections of the Underdark.
The clans that survived these battles are the shield dwarves. For many human generations they were divided into two types: the Hidden, given to reclusion and secrecy, and the Wanderers, comfortable with other races and inclined to exploration. Since the Thunder Blessing, the older members of Hidden clans are beginning to change their hearts. Within a few decades the differences between Hidden and Wanderer may become meaningless.
Unlike the shield dwarves, the gold dwarves maintained their great kingdom in the Great Rift and did not decline in terrible wars against evil humanoids. While they practiced some magic, they never acquired the hubris that caused the downfall of some human nations. Confident and secure in their remote home, the gold dwarves gained a reputation for haughtiness and pride.
Since the Thunder Blessing, many young gold dwarves have left the Great Rift and are exploring the rest of Faerun. The folk of other lands have learned that while some gold dwarves are aloof and suspicious, for the most part they are forthright warriors and shrewd traders.
Regions: The ancestral home of the gold dwarves is the Great Rift, located in the dry plains of the Shaar. Gold dwarven outposts also be found in the Smoking Mountains of Unther and in the Giant's Run Mountains west of the Vilhon Reach.
Dwarf modifications: -2 to Dexterity instead of Charisma. Hatred should be changed to +1 against aberrations. Deep Warrior may replace Defensive Training.
The Forest of Lethyr, just north of Telflamm, holds a small
elven settlement. In the last few decades, some elves have
drifted from the woods. A few left the country altogether,
while others settled in small communities within
Telflamm and other Theskian cities.
Elven communities tend to be insular and mistrustful of
humans and tieflings entering their districts; humanoids
of other types are met with less hostility. In particular, elves
are greatly suspicious of human nobility in Telflamm, for it
is here that the devotion (be it legitimate or lip-service) to
Asmodeus and diabolism are most common. As a result,
elves in Telflamm are more likely to be found dwelling among
the poorer folk rather than amid the higher classes.
Moon elves are the most common sort of elves in Faerun. Also called silver elves, they have fair skin (sometimes tinged with blue) and hair of silver-white, black, or blue. (Humanlike colors are rare but possible.) Their eyes are blue or green, with gold flecks. They are the elven subrace most tolerant of humankind, and most half-elves are descended from moon elves.
Sun elves are less common across Faerun than moon elves, because most live on Evermeet; where non-elves are not allowed to tread. Also called gold elves, they have bronze skin, hair of golden blond, copper, or black, and green or gold eyes. These are seen as the most civilized and haughty elves, preferring to remain separate from humankind and other non-elven races.
Elf modifications: Arrogant: (-2 penalty to Charisma-based skill checks when dealing with non-elven races).
Wood elves are reclusive, although less so than the almost feral wild elves. Also called copper elves, they have coppery skin tinged with green, and brown, green, or hazel eyes. Their hair is usually brown or black, with blond or coppery-red occasionally found.
Elf modifications: +2 Str replaces +2 Intelligence.
Gnomes with a flair for summoning magic sometimes
gravitate to Telflamm in the hopes of learning ways to
summon and bind powerful devils. Gnome wizards
sometimes garner sponsorship from noble houses, but
later may find it difficult to extricate themselves from such
agreements. Most prefer to hire out their services on a
case-by-case basis and use their fee to finance expeditions
into abandoned estates that might hold ancient texts.
Gnomes in an advanced state of bleaching, in search for
the most extravagant experiences available, might come to
Telflamm to flirt with the danger of diabolists and treachery.
Such work is easy to come by, but hard to forget. Those that
do so come away revitalized, but their experiences color
them in some way, with soot-black hair, flame-tinted eyes,
or extra-long nails.
Rock gnomes are the most common type of gnomes in Faerun, and are usually just called gnomes, since they are the only sort that surface dwellers ever see. They are inquisitive, irrepressible, and at times insincere.
Equipped by nature with keen curiosity and a knack for mechanical workings, gnomes excel at intricate crafts such as gemcutting, toymaking, and clockwork engineering. They happen to be the finest gunsmiths in Faerun, and they are the most likely of any race to arm themselves with smokepowder firearms.
Decadent noble houses require many servants to keep the
estate running. Halflings in Telflamm—as elsewhere—are
favored as slaves due to their stamina and their amenable
natures. Even better, at half the size they take up half the
room when it comes to providing housing. Over the years,
many halfling slaves have found themselves abandoned
when their employers died or fled the country, and
halflings in Telflamm and other large cities are often
descended from these freed slaves.
Halflings are ubiquitous in Theskian cities, and some
make good use of their ability to go unnoticed. A halfling
servant may secretly act as a spy for another house or for
a guild, secret organization, or even an adventuring party.
Halflings are part of many different city affairs, from
housekeeping in noble estates to scribing in courthouses,
and when information is needed, one usually finds a
halfling in the know.
The most common type of halfling seen in the world, the lightfoots are the most likely to give in to their desire to wander. They are at home living side by side with folk of many different races and cultures. Lightfoot halflings are more likely to worship non-halfling deities than any other halfling subrace.
While the lightfoot halflings value the experience of travel and the sight of new lands and peoples, the stronghearts are a more organized, orderly, and industrious race. They build to last, and fiercely defend their homelands against threats that their lightfoot kin would simply flee. Northland humans familiar with the easygoing ways of the lightfoot halflings are surprised to learn that some halflings are capable of a warrior tradition and aren't afraid to show a hint of arrogance or confidence in their own abilities and strengths. Strongheart halflings enjoy athletic contests and value exceptional skills of all kinds.
Halfling modifications: Extra feat replaces Halfling Luck.
Telflamm has something of a reputation in Thesk
as being a place where society’s leftovers live, and as a
result, half-elves often find themselves drawn to the city.
Most arrive from other lands and settle in Telflamm
for personal reasons, but enjoy the fact that little is made
of their mixed heritage—tieflings take the brunt of the
racism normally reserved for half-elves here. In fact,
Tieflings with minor fiendish features sometimes attempt
to pass themselves off as half-elves. Unfortunately for both
races, this tactic is well known and often leads to innate
mistrust of half-elves. Half-elves may even be required
to prove they are what they appear to be before entering
certain areas.
Half-orcs can live a comfortable existence in a city like
Telflamm. The presence of tieflings and diabolists
makes half-orcs seem less of a threat, even pedestrian. The
countless political games in progress often require hired
muscle, and noble estates are always hiring more guards.
Some half-orcs take offense at being taken for mere thugs,
but many find security in such jobs. Some half-orcs find it
so comfortable in the cosmopolitan streets of Telflamm
or Eltabbar that they make permanent homes there. Others
plan to stay in Telflamm only as long as it remains profitable
and then move on to grander adventures elsewhere.
Most of Thay’s (and thus Telflamm’s) citizens are humans, and most humans
belong to some sort of noble line. Those that don't tend to
act as if they do—in reality, the House of Thrune officially
recognizes some 250 noble families. Many more claim
nobility or pretend to relate to one of the legitimate houses.
Lineage and standing are currencies almost as valuable as
gold in some circles.
Ethnic Damarans amount to around half of
the human population in Telflamm. Shous, Mulans, and Gurs
make up most other humans in the country. Many ethnic
Mulans claim a bloodline descended from one of the Mulhorandi pantheon.
Traders from more distant lands are common, as
are visitors on a particular mission. Thay's ability to
produce magic items and masterwork weapons draws
traders from many different areas. Criminals on the run
sometimes see Telflamm as an easy place to live a shady life
but underestimate the rigid order of Thayan guilds.
Tieflings (other race may be any of the other races)
Tieflings enjoy an unusual status in Thay (and thus Telflamm), though
perhaps “enjoy” is the wrong word. Thayan diabolists
view tieflings as subordinate to humans. Tieflings are
seen as lesser beings, born of human fallibility or devilish
trickery. Noble houses hide tiefling heirs away, ashamed
of their very existence, or reluctantly allow them some
control over the family business (usually if there is no
other reliable heir available).
Because of this tarnished history, most tieflings in
Thay carry around hatred and resentment in their
hearts. Some strive for greatness as a way to prove their
worth and show up those who failed to appreciate their
talents. Others embrace their heritage and become fiends
in mortal form, running illegal operations, thieving,
murdering, or worse. Most fall somewhere between
these extremes, struggling to find their path among the
shadowed streets.